
#region Needs improve

//#region Using Statements
//using System;
//using System.Collections.Generic;
//using System.Text;
//using Microsoft.Xna.Framework;
//using Microsoft.Xna.Framework.Graphics;
//using SpaceKinect;
//#endregion


//namespace ParticleSample
//{
//    /// <summary>
//    /// ExplosionSmokeParticleSystem is a specialization of ParticleSystem which
//    /// creates a circular pattern of smoke. It should be combined with
//    /// ExplosionParticleSystem for best effect.
//    /// </summary>
//    public class ExplosionSmokeParticleSystem : ParticleSystem
//    {
//        public ExplosionSmokeParticleSystem(Game1 game, int howManyEffects)
//            : base(game, howManyEffects)
//        {            
//        }

//        /// <summary>
//        /// Set up the constants that will give this particle system its behavior and
//        /// properties.
//        /// </summary>
//        protected override void InitializeConstants()
//        {
//            textureFilename = "smoke";

//            // less initial speed than the explosion itself
//            minInitialSpeed = 20;
//            maxInitialSpeed = 200;

//            // acceleration is negative, so particles will accelerate away from the
//            // initial velocity.  this will make them slow down, as if from wind
//            // resistance. we want the smoke to linger a bit and feel wispy, though,
//            // so we don't stop them completely like we do ExplosionParticleSystem
//            // particles.
//            minAcceleration = -10;
//            maxAcceleration = -50;

//            // explosion smoke lasts for longer than the explosion itself, but not
//            // as long as the plumes do.
//            minLifetime = 1.0f;
//            maxLifetime = 2.5f;

//            minScale = 1.0f;
//            maxScale = 2.0f;

//            // we need to reduce the number of particles on Windows Phone in order to keep
//            // a good framerate
//            minNumParticles = 10;
//            maxNumParticles = 20;

//            minRotationSpeed = -MathHelper.PiOver4;
//            maxRotationSpeed = MathHelper.PiOver4;

//            blendState = BlendState.AlphaBlend;

//            DrawOrder = AlphaBlendDrawOrder;
//        }
//    }
//}
#endregion